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interface Switched loadingmenu.swf to 60 FPS 2022-08-16 19:27:18 +02:00
lodsettings 2.0: CAO converted meshes, new facegens, unchanged scripts 2021-10-06 00:15:58 +02:00
meshes minor visual adjustments for the docks assets at the Myrad in the south quarter, floating excess rope, poles stuck into each other etc. 2022-08-13 16:22:38 +02:00
music/enderal/special Disabled volume manipulation in the starting scene. Made 'enderal - die toten vergessen nicht (build-up).xwm' a bit louder. 2021-12-18 04:04:07 +01:00
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E - Update.bsa Added empty E - Update.bsa to ensure proper update, if user chose "Merge" in MO2 2021-10-08 20:51:38 +02:00
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Enderal Credits.txt Updated credits, added dovaya, CommonLibSSE-NG 2022-08-09 13:19:10 +02:00
Enderal SE v2.0.12 Changelog.txt Disabled volume manipulation in the starting scene. Made 'enderal - die toten vergessen nicht (build-up).xwm' a bit louder. 2021-12-18 04:04:07 +01:00
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Skyrim.esm Merged the powder barrel fix 2022-08-24 01:54:52 +02:00
Update.esm Updated changelog 2021-12-16 23:17:58 +01:00

Enderal SE

Requirements

How to play

  • Add a new Skyrim SE instance to Mod Organizer 2.
  • Creation Club mods must be moved to a separate mod and disabled.
  • In MO2, create an empty mod, name it Enderal SE - Media, and copy E - Sounds.bsa, L - Voices.bsa, and the Video directory to it.
  • This repository uses LFS to store binary files, run git lfs install before cloning it.
  • Clone this repository, move it to mods in your MO2 instance.
  • You should now have two custom mods in MO2, Enderal SE - Media and Enderal itself.
  • Configure the game through Skyrim Launcher.
  • Run it with skse64_loader.exe through MO2.

To play Enderal SE with loose files, it's recommended to install in on an SSD or NVMe disk, the faster the better. Alternatively, see "Releasing" below on how to pack everything into BSA archives.

Contributing

The repository has three main branches:

  • development
  • merging
  • master

In short, the suggested workflow looks like this:

  • commit your assets and ESP patches into development,
  • merge and remove the ESPs in merging,
  • when it's stable, forward merging into master.

Here is the process in detail.

All ESP patches and assets must be committed to development and its sub-branches. Keep in mind, other patches may interfere with your changes, you may want to test your patches in a separate sub-branch and merge it into development later.

merging is synced with development every time the latter doesn't have any unmerged pending patches. For playtesting, choose merging to have saves without extra ESP plugins.

master must always have a stable, playable copy of the game without any additional patches.

Releasing

To create a complete build:

  • Switch to the master branch.
  • Run _build\build.cmd to pack assets into BSA archives and copy necessary files to ..\Enderal SE Build. File loose_files.txt contains names of files, which will be also copied as loose files.
  • Manually copy E - Sounds.bsa, L - Voices.bsa, and the Video directory to ..\Enderal SE Build.